The Rebel Alliance To Restore Pass The Save

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CommanderKobialka
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Re: The Rebel Alliance To Restore Pass The Save

Post by CommanderKobialka » Sun Aug 10, 2014 7:02 am

Well some of the mods didn't install correctly or something so I think I'm getting problems. There wasn't a single flight loaded in the tracking station when I checked. Is it supposed to be like that or is that a problem on my end?
Throw the commies in the drink so my country can be free!

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Re: The Rebel Alliance To Restore Pass The Save

Post by Professor Fenway » Sun Aug 10, 2014 10:28 am

There should be a base there. Did you install all these?

NEAR
LLL
B9 Unofficial
SXT
RPM
MJ
Burn Together
BD

Did it tell you that it couldn't load anything? And what's the time count?

Vinyl, you load it up.

Vinyl
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Re: The Rebel Alliance To Restore Pass The Save

Post by Vinyl » Sun Aug 10, 2014 1:25 pm

Have an international Mun base, just need to do a cupola of things then it's ACH's problem.
cats wrote:I literally cannot be wrong about this fictional universe

Vinyl
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Re: The Rebel Alliance To Restore Pass The Save

Post by Vinyl » Sun Aug 10, 2014 1:34 pm

cats wrote:I literally cannot be wrong about this fictional universe

Professor Fenway
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Re: The Rebel Alliance To Restore Pass The Save

Post by Professor Fenway » Sun Aug 10, 2014 1:48 pm

Also, Kob, make sure you have the NR flag.

OH SHOOT: I just realized. It has to be named correctly too. Mine must be named "NeoRoman Flag" (without quotations).

Let's name ach's flag "Strigiforme Flag", Kobialka's "Space America".

Vinyl
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Re: The Rebel Alliance To Restore Pass The Save

Post by Vinyl » Sun Aug 10, 2014 1:58 pm

Professor Fenway wrote:OH SHOOT: I just realized. It has to be named correctly too. Mine must be named "NeoRoman Flag" (without quotations).

Let's name ach's flag "Strigiforme Flag", Kobialka's "Space America".
Also, may I advise keeping them in the same location? As in, mine are in a folder in gamedata called Futurecraft.
cats wrote:I literally cannot be wrong about this fictional universe

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Re: The Rebel Alliance To Restore Pass The Save

Post by Professor Fenway » Sun Aug 10, 2014 2:25 pm

Are we using karbonite or no? Considering the presence of a Karbonite ship.

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Re: The Rebel Alliance To Restore Pass The Save

Post by Vinyl » Sun Aug 10, 2014 3:05 pm

Professor Fenway wrote:the presence of a Karbonite ship.
No there isn't?
cats wrote:I literally cannot be wrong about this fictional universe

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Re: The Rebel Alliance To Restore Pass The Save

Post by Professor Fenway » Sun Aug 10, 2014 3:07 pm

In the VAB is an 'auto-saved craft' which has parts not in the modlist, and I tried to open it and it said "missing drill, refinery, tank, etc." That's what I meant.

Also, I suppose we're deleting our crafts/not including them in download then. I shall be doing that from now on.

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Re: The Rebel Alliance To Restore Pass The Save

Post by Vinyl » Sun Aug 10, 2014 3:33 pm

Professor Fenway wrote:Also, I suppose we're deleting our crafts/not including them in download then. I shall be doing that from now on.
I mainly do that to "protect trade secrets."
cats wrote:I literally cannot be wrong about this fictional universe

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Re: The Rebel Alliance To Restore Pass The Save

Post by Professor Fenway » Sun Aug 10, 2014 5:30 pm

Ok, i've done some scientific testing.

With 5 layers of steel plates on a ship, the guns performed as follows;

Tank Turret: took about 5 shots to penetrate 5 layers, give or take. Though slow, it excels at doing damage AOE- parts protected by the armor were hit.

50 cal: Inconsistent, but used around 200 rounds to penetrate 5 layers.

Vulcan: HELLA OVERPOWERED. This one took 60 rounds to penetrate 5 layers, and then some. For a gun that fires 5500 RPM, that's just over 1/100 of a minute, or less than a second of firing. This shit is extremely OP. I can't even suggest a round cap.

GAU: SUPER OVERPOWERED. Ignoring the difficulty in aiming, the Gau shreds everything. It took 1/100 of a second to tear through 30 layers of armor (and mind you, these are the toughest parts available). It took maybe 80 rounds? And using Mechjeb in space, aiming is literally not a problem at all. It's practically an instakill weapon.

So, what do? You would think 5 layers would last a LITTLE longer against the Vulcan and the Gau. I think the issue is the firing rate and chance to destroy; the author has stated that each weapon hit has a certain percentage chance to destroy a part, based on both weapon and the part itself (taking into account it's crash resistance). With the Gau and Vulcan, it may have a really low chance to destroy, but it's ludicrous firing rate practically ignores that.


I have two suggestions for this;
1.) Ban the Vulcan and Gau altogether. It's really not that big of a loss; there's no harm or shame in losing these guns; we still have the 50 cal turret, for example. But more importantly, it helps encourage diversity. Like using stock parts (and others) to make weapons instead, like engine-powered railguns or solid rocket missiles or such.

2.) Go into the configs and alter these two weapons. In this, ESPECIALLY in space, neither of these weapons would function at all. They produce heat so quickly that without air cooling, they would melt. In space, they have no air cooling, so would effectively melt in seconds. We can dramatically reduce the firing rate (by a factor of 10 or so) and keep them in, making them less slaughter-everything. Of course, round limits are still there.

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Re: The Rebel Alliance To Restore Pass The Save

Post by Professor Fenway » Wed Aug 13, 2014 10:37 am

Save is dead. Not big surprise.

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Re: The Rebel Alliance To Restore Pass The Save

Post by Vinyl » Wed Aug 13, 2014 12:52 pm

It's ACH's fault.
cats wrote:I literally cannot be wrong about this fictional universe

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